Sakura, War Arc (Shinobi World Supplement)

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Sakura Haruno

Medium humanoid (Human), lawful good


Armor Class 18 (Natural Armor)
Hit Points 315 (42d8 + 126)
Speed 45 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 14 (+2) 12 (+1) 15 (+2)

Saving Throws Strength +10, Constitution +9
Skills Athletics +10, Insight +9, Perception +8
Damage Resistances Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, bludgeoning, piercing, and slashing damage.
Damage Immunities Bludgeoning, piercing, and slashing damage from nonmagical weapons.
Senses passive Perception 18
Languages Common
Challenge 17 (18,000 XP)


Chakra. Sakura has 34 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Mitotic Regeneration. Sakura regains 10 hit points at the end of each of her turns.

Endurance. When Sakura is targeted by an effect that allows her to make a Constitution saving throw to take half damage on a success, she takes no damage on a success and half damage on a failure.

ACTIONS

Multiattack. Sakura can make 2 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) magical bludgeoning damage.

Cherry Blossom Impact (20 Chakra). As a bonus action, Sakura's unarmed strikes deal twice as much damage and attack every creature in a cone until the end of her turn.

Healing Jutsu. One creature within 60 feet regains 3 (1d6) hit points. The medical nin may do this up to 3 times as one action, but may only use it a total of 21 times. Sakura regains all uses at the end of a long rest.

Novice Healing Jutsu (1-20 Chakra). One creature regains a number of hit points equal to the amount of chakra spent.

Surgical Precision (8 Chakra). For 1 minute (concentration), Sakura's unarmed strikes deal an additional 3 (1d6) force damage. On a hit, the target must succeed a DC 16 Constitution saving throw or have disadvantage on attack rolls, saves, and checks that use either Strength or Dexterity, her choice, until the end of their next long rest or until greater restoration or a similar effect is cast on them.

Chakra Pills. Sakura has 12 chakra pills, breaking down to 3 per color. She may consume of gift one pill of each type to a creature within 5 ft. as an action. Each pill has varying effects, as follows:

  • Red Pill: Sakura regains 5 (1d6 + 2) chakra points. Another creature regains 1d6 + their Intelligence modifier chakra points.
  • Green Pill: The creature regains half their maximum chakra points.
  • Blue Pill: The creature regains their maximum chakra points and gains 1 level of exhaustion.
  • Brown Pill: The creature loses one level of exhaustion, condition, curse, ability score reduction, maximum hit point reduction, or effect that could be cured with greater restoration.

Summoning Jutsu (34 Chakra). Sakura summons of the Katsuyu underneath her.


Sakura_Charging.png
Sakura flying into battle, Source [[1]].

Tapping into a massive amount of stored chakra, Sakura is able to fight on par with the gods of shinobi, such as Naruto and Sasuke in their strongest forms, even taking on Kaguya Otsutuski with their help.


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